#version 330 core

layout (location = 0) in vec3 position;

out vec3 TexCoords;

uniform mat4 view;
uniform mat4 projection;

void main()
{
	vec4 pos = projection * view * vec4(position.x,position.y,position.z,1.0f);
	gl_Position = pos.xyww;
	TexCoords   = vec3(position.x,position.y,position.z);
}